Welcome to Dev Game Club, where this week we continue our series on Dwarf Fortress. We talk about working on a thing for a long time, the refinements of the latest version, and a host of other small issues. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Sections played:
Several hours of the latest version of the game
Issues covered: rendering different glyphs, working on a thing for twenty years, the historical record, preservation, iteration, a game of saying yes, being able to leverage systems to other purposes, adding to the interface, modernizing their UI, experimentation and direction, setting goals, greater clarity, when a dwarf can't do a thing, doing more planning due to exposure to the systems, intuiting where things should go in relation to one another, the presentation of UI, the depth of the emotional state of the dwarves, world generation and fantasy elements, amount of space determining how dwarves will act, hotkeying to views, elevation levels of the world, planning ahead, the responsiveness of the dwarves, increased tick rate and the way it impacts play, communicating state of what the dwarf is up to, how the game might do on Steam, the appeal of life simulation games, emergent stories, a child playing with the trash, adding dialog for trade, giving goals or quests without a quest system, making a thing out of the trade panel, the tradeoff of fidelity and simulation, the benefits of Moore's Law, games we have a hard time playing now, liking problematic things, the sign that a thing is a problem from another's perspective, simple mechanics that work, increasing the fun.
Games, people, and influences mentioned or discussed: Monkey Island, Grim Fandango, Halo, World of Warcraft, APEX Legends, Fortnite, SimCity, Lynx, Lexis-Nexis, DOS, Linux/Unix, Emacs, Indiana Jones and the Temple of Doom, Minecraft, Populous, Civilization, RimWorld, The Sims, Will Wright, DOOM (1993), Cities: Skylines, Fallout, Farmville, Skyrim, Flight of the Conchords, Colin Tougas, GTA III, Pokemon Red/Blue, Hideo Kojima, Metal Gear Solid, Dragon's Lair, Tron, Death Stranding, Jarkko Sivula, Rogue, Dark Souls, RPG Maker, Unity, Godot, Uncharted, Mainichi, Mattie Brice, Microsoft Powerpoint, Sierra On-Line, Kirk Hamilton, Aaron Evers, Mark Garcia.
Next time:
The Steam Version
Twitch: brettdouville or timlongojr, instagram:timlongojr, Twitter: @timlongojr and @devgameclub
DevGameClub@gmail.com
DGC Ep 144: At Year's End
DGC Ep 143: Pokémon Red/Blue (part two)
DGC Ep 142: Pokémon Red/Blue (part one)
DGC Ep 141: GTA III (part four)
DGC Ep 140: GTA III (part three)
DGC Ep 139: GTA III (part two)
DGC Ep 138: GTA III (part one)
DGC Ep 137: Interview with Lulu LaMer
DGC Ep 136: Interview with Randy Smith and Greg LoPiccolo
DGC Ep 135: Thief (part four)
DGC Ep 134: Thief (part three)
DGC Ep 133: Bonus Interview with SotTR Lead Writer Jill Murray
DGC Ep 132: Thief (part two)
DGC Ep 131: Thief (part one)
DGC Ep 130: Shadow of the Tomb Raider Bonus
DGC Ep 129: Tomb Raider (part four)
DGC Ep 128a: Flösser Interview Revisit
DGC Ep 128: Tomb Raider (part three)
DGC Ep 127: Tomb Raider (part two)
DGC Ep 126: Tomb Raider (part one)
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